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C++ Game Development By Example

You're reading from  C++ Game Development By Example

Product type Book
Published in May 2019
Publisher Packt
ISBN-13 9781789535303
Pages 420 pages
Edition 1st Edition
Languages
Author (1):
Siddharth Shekar Siddharth Shekar
Profile icon Siddharth Shekar
Toc

Table of Contents (18) Chapters close

Preface 1. Section 1: Basic Concepts
2. C++ Concepts 3. Mathematics and Graphics Concepts 4. Section 2: SFML 2D Game Development
5. Setting Up Your Game 6. Creating Your Game 7. Finalizing Your Game 8. Section 3: Modern OpenGL 3D Game Development
9. Getting Started with OpenGL 10. Building on the Game Objects 11. Enhancing Your Game with Collision, Loops, and Lighting 12. Section 4: Rendering 3D Objects with Vulkan
13. Getting Started with Vulkan 14. Preparing the Clear Screen 15. Creating Object Resources 16. Drawing Vulkan Objects 17. Other Books You May Enjoy

GLM OpenGL mathematics

To carry out the mathematical operations we've just looked at in OpenGL and Vulkan projects, we will be using a header-only C++ mathematics library called GLM. This was initially developed to be used with OpenGL, but it can be used with Vulkan as well:

The latest version of GLM can be downloaded from https://glm.g-truc.net/0.9.9/index.html.

Apart from being able to create points and perform vector addition and subtraction, GLM can also define matrices, carry out matrix transforms, generate random numbers, and generate noise. The following are a few examples of how these functions can be carried out:

  • To define 2D and 3D points, we will need to include #include <glm/glm.hpp>, which uses the glm namespace. To define a 2D point in space, we use the following code:
glm::vec2 p1 = glm::vec2(2.0f, 10.0f); 
 
Where the 2 arguments passed in are the...
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